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Amend 48a09a7 with changelog, breaking changes, tweak demo code for spacing. (#2518)
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@ -34,6 +34,8 @@ HOW TO UPDATE?
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-----------------------------------------------------------------------
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Breaking Changes:
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- ImDrawList: Fixed rectangles with thick lines (>1.0f) not being as thick as requested. (#2518)
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If you have custom rendering using thick lines, they will appear thicker now.
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- Examples: Vulkan: Added MinImageCount/ImageCount fields in ImGui_ImplVulkan_InitInfo, required
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during initialization to specify the number of in-flight image requested by swap chains.
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(was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071, #1677) [@nathanvoglsam]
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@ -73,6 +75,8 @@ Other Changes:
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- Separator: Declare its thickness (1.0f) to the layout, making items around separator more symmetrical.
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- Combo, Slider, Scrollbar: Improve rendering in situation when there's only a few pixels available (<3 pixels).
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- Nav: Fixed Drag/Slider functions going into text input mode when keyboard CTRL is held while pressing NavActivate.
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- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness up to 90 degrees
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angles, also faster to output. (#2518) [@rmitton]
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- Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert
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to using the ImGui::MemAlloc()/MemFree() calls directly.
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- Metrics: Added "Show windows rectangles" tool to visualize the different rectangles.
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@ -369,6 +369,7 @@ CODE
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When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2019/04/29 (1.70) - fixed ImDrawList rectangles with thick lines (>1.0f) not being as thick as requested. If you have custom rendering using rectangles with thick lines, they will appear thicker now.
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- 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
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- 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
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- 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value!
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@ -4077,44 +4077,48 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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if (ImGui::BeginTabItem("Primitives"))
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{
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static float sz = 36.0f;
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static float thickness = 4.0f;
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static ImVec4 col = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);
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static float thickness = 3.0f;
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static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);
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ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
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ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f");
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ImGui::ColorEdit4("Color", &col.x);
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ImGui::ColorEdit4("Color", &colf.x);
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const ImVec2 p = ImGui::GetCursorScreenPos();
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const ImU32 col32 = ImColor(col);
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float x = p.x + 4.0f, y = p.y + 4.0f, spacing = 8.0f;
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const ImU32 col = ImColor(colf);
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float x = p.x + 4.0f, y = p.y + 4.0f;
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float spacing = 10.0f;
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ImDrawCornerFlags corners_none = 0;
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ImDrawCornerFlags corners_all = ImDrawCornerFlags_All;
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ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight;
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for (int n = 0; n < 2; n++)
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{
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// First line uses a thickness of 1.0, second line uses the configurable thickness
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// First line uses a thickness of 1.0f, second line uses the configurable thickness
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float th = (n == 0) ? 1.0f : thickness;
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draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 6, th); x += sz + spacing; // Hexagon
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draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 20, th); x += sz + spacing; // Circle
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draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 0.0f, ImDrawCornerFlags_All, th); x += sz + spacing;
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draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_All, th); x += sz + spacing;
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draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight, th); x += sz + spacing;
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draw_list->AddTriangle(ImVec2(x + sz*0.5f, y), ImVec2(x + sz, y + sz - 0.5f), ImVec2(x, y + sz - 0.5f), col32, th); x += sz + spacing;
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draw_list->AddTriangle(ImVec2(x + sz*0.5f, y), ImVec2(x + sz*0.6f, y + sz - 0.5f), ImVec2(x + sz*0.4f, y + sz - 0.5f), col32, th); x += sz + spacing;
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draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col32, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
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draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col32, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
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draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, th); x += sz + spacing; // Diagonal line
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draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz*1.3f, y + sz*0.3f), ImVec2(x + sz - sz*1.3f, y + sz - sz*0.3f), ImVec2(x + sz, y + sz), col32, th);
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draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 6, th); x += sz + spacing; // Hexagon
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draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 20, th); x += sz + spacing; // Circle
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draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, corners_none, th); x += sz + spacing; // Square
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draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_all, th); x += sz + spacing; // Square with all rounded corners
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draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners
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draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th); x += sz + spacing; // Triangle
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draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th); x += sz*0.4f + spacing; // Thin triangle
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draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
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draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
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draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line
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draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz*1.3f, y + sz*0.3f), ImVec2(x + sz - sz*1.3f, y + sz - sz*0.3f), ImVec2(x + sz, y + sz), col, th);
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x = p.x + 4;
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y += sz + spacing;
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}
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draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 6); x += sz + spacing; // Hexagon
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draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 32); x += sz + spacing; // Circle
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draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32); x += sz + spacing;
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draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f); x += sz + spacing;
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draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight); x += sz + spacing;
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draw_list->AddTriangleFilled(ImVec2(x + sz*0.5f, y), ImVec2(x + sz, y + sz - 0.5f), ImVec2(x, y + sz - 0.5f), col32); x += sz + spacing;
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draw_list->AddTriangleFilled(ImVec2(x + sz*0.5f, y), ImVec2(x + sz*0.6f, y + sz - 0.5f), ImVec2(x + sz*0.4f, y + sz - 0.5f), col32); x += sz + spacing;
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draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col32); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness)
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draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col32); x += spacing + spacing; // Vertical line (faster than AddLine, but only handle integer thickness)
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draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col32); x += sz; // Pixel (faster than AddLine)
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draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 6); x += sz + spacing; // Hexagon
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draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 32); x += sz + spacing; // Circle
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draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square
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draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners
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draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners
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draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle
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draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle
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draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness)
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draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing*2.0f; // Vertical line (faster than AddLine, but only handle integer thickness)
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draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine)
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draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255));
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ImGui::Dummy(ImVec2((sz + spacing) * 9.5f, (sz + spacing) * 3));
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ImGui::Dummy(ImVec2((sz + spacing) * 9.8f, (sz + spacing) * 3));
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ImGui::EndTabItem();
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}
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@ -662,9 +662,8 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c
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// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds.
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// Those macros expects l-values.
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#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } }
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#define IM_NORMALIZE2F_OVER_EPSILON_CLAMP(VX,VY,EPS,INVLENMAX) { float d2 = VX*VX + VY*VY; if (d2 > EPS) { float inv_len = 1.0f / ImSqrt(d2); if (inv_len > INVLENMAX) inv_len = INVLENMAX; VX *= inv_len; VY *= inv_len; } }
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#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; }
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#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } }
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#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; }
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// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
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// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
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